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*PRevent crash with proc of melee based destination targetted spells.
--HG-- branch : trunk
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@@ -12519,8 +12519,8 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
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// Player is loaded now - do not allow passive spell casts to proc
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if (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->GetSession()->PlayerLoading())
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return;
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// For melee/ranged based attack need update skills and set some Aura states
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if (procFlag & MELEE_BASED_TRIGGER_MASK)
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// For melee/ranged based attack need update skills and set some Aura states if victim present
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if (procFlag & MELEE_BASED_TRIGGER_MASK && pTarget)
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{
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// Update skills here for players
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if (GetTypeId() == TYPEID_PLAYER)
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